G06T2200/12

Edge test and depth calculation in graphics processing hardware

A graphics processing hardware pipeline is arranged to perform an edge test or a depth calculation. Each hardware arrangement includes a microtile component hardware element, multiple pixel component hardware elements, one or more subsample component hardware elements and a final addition and comparison unit. The microtile component hardware element calculates a first output using a sum-of-products and coordinates of a microtile within a tile in the rendering space. Each pixel component hardware element calculates a different second output using the sum-of-products and coordinates for different pixels defined relative to an origin of the microtile. The subsample component hardware element calculates a third output using the sum-of-products and coordinates for a subsample position defined relative to an origin of a pixel. The adders sum different combinations of the first output, a second output and a third output to generate output results for different subsample positions defined relative to the origin of the tile.

Method for real-time and realistic rendering of complex scenes on internet

A method for realistic and real-time rendering of complex scene in internet environment, comprising: generating sequences of scene-object-multi-resolution models, a scene configuration file, textures and material files, and a scene data list file; compressing the sequences of scene-object-multi-resolution models, the scene configuration file, the textures and material files, and the scene data list file and uploading the compressed files to a server; downloading, at a client terminal, the scene-object-multi-resolution models, the scene configuration file, the texture and material file, and the scene data list file in ascending order of resolution and rendering the scene simultaneously; dividing, in rendering the scene, a frustum in parallel into a plurality of partitions, generating a shadow map for each frustum, filtering the shadow maps to obtain an anti-aliasing shadowing effect; and the shadow map closest to a viewpoint is updated on a frame-by-frame basis and updating frequency decreases for the shadow maps distant from the viewpoint, wherein the shadow map closest to the viewpoint has the largest size, and the size of the shadow map decreases for the shadow maps distant from the viewpoint.

Pixel-aligned drawing to avoid anti-aliasing

A method, system, and computer-readable storage medium are disclosed for boundary-aligned anti-aliasing. In one embodiment, artwork input comprising a first set of one or more graphical elements and a second set of one or more graphical elements may be received. The first set may comprise at least one horizontal or vertical line segment. Each graphical element in the first set of one or more graphical elements may be automatically aligned to pixel boundaries based on a pixel resolution of a target imaging device. An anti-aliasing function may be applied to generate a selectively anti-aliased artwork based on the artwork input. Applying the anti-aliasing function may comprise applying anti-aliasing effects to the second set of one or more graphical elements and not to the first set of one or more graphical elements. The selectively anti-aliased artwork may be displayed on the target imaging device.

Lossless compression for multisample render targets alongside fragment compression

Described herein is an apparatus having color compression circuitry coupled to a texture unit and shader execution array. The color compression circuitry performs lossless delta color compression of pixel color data provided by the shader execution array and texture unit to generate compressed color data. The compressed color data is stored at one or more levels of a multilevel cache subsystem.

Apparatus and method for conservative morphological antialiasing with multisampling
11354807 · 2022-06-07 · ·

An apparatus and method for performing multisampling anti-aliasing. For example, one embodiment of an apparatus samples multiple locations within each pixel of an image frame to generate a plurality of image slices. Each image slice comprises a different set of samples for each of the pixels of the image frame. Anti-aliasing is then performed on the image frame using the image slices by first subdividing the plurality of image slices into equal-sized pixel blocks and determining whether each pixel block has one or more different pixel values in different image slices. If so, then edge detection and simple shape detection is performed using pixel data from a pixel block in a single image slice; if not, then edge detection and simple shape detection is performed using the pixel block in multiple image slices.

ADAPTIVE MULTISAMPLING BASED ON VERTEX ATTRIBUTES

Systems, apparatuses and methods may provide for technology that selects an anti-aliasing mode for a vertex of a primitive based on a parameter associated with the vertex and generates a coverage mask based on the selected anti-aliasing mode. Additionally, one or more pixels corresponding to the vertex may be shaded based at least partly on the coverage mask, wherein the selected anti-aliasing mode varies across a plurality of vertices in the primitive.

APPEARANCE-DRIVEN AUTOMATIC THREE-DIMENSIONAL MODELING
20220165040 · 2022-05-26 ·

Appearance driven automatic three-dimensional (3D) modeling enables optimization of a 3D model comprising the shape and appearance of a particular 3D scene or object. Triangle meshes and shading models may be jointly optimized to match the appearance of a reference 3D model based on reference images of the reference 3D model. Compared with the reference 3D model, the optimized 3D model is a lower resolution 3D model that can be rendered in less time. More specifically, the optimized 3D model may include fewer geometric primitives compared with the reference 3D model. In contrast with the conventional inverse rendering or analysis-by-synthesis modeling tools, the shape and appearance representations of the 3D model are automatically generated that, when rendered, match the reference images. Appearance driven automatic 3D modeling has a number of uses, including appearance-preserving simplification of extremely complex assets, conversion between rendering systems, and even conversion between geometric scene representations.

Edge test and depth calculation in graphics processing hardware

A graphics processing hardware pipeline is arranged to perform an edge test or a depth calculation. Each hardware arrangement includes a microtile component hardware element, multiple pixel component hardware elements, one or more subsample component hardware elements and a final addition and comparison unit. The microtile component hardware element calculates a first output using a sum-of-products and coordinates of a microtile within a tile in the rendering space. Each pixel component hardware element calculates a different second output using the sum-of-products and coordinates for different pixels defined relative to an origin of the microtile. The subsample component hardware element calculates a third output using the sum-of-products and coordinates for a subsample position defined relative to an origin of a pixel. The adders sum different combinations of the first output, a second output and a third output to generate output results for different subsample positions defined relative to the origin of the tile.

Curve Antialiasing based on Curve-Pixel Intersection
20220139009 · 2022-05-05 · ·

Curve antialiasing based on curve-pixel intersection is leveraged in a digital medium environment. For instance, to apply antialiasing according to techniques described herein, curves of a visual object are mapped from an original pixel space to a virtual pixel space. Virtual pixels of the virtual pixel space that are intersected by the mapped curves are identified and aggregated as intersected virtual pixels. The intersected virtual pixels are then mapped back into the original pixel space to identify which intersected virtual pixels positionally coincide with respective original pixels of the original pixel space. Intersected virtual pixels are mapped to original pixels to generate pixel coverage for original pixels. The generated pixel coverage values for original pixels are applied to render antialiased curves as part of an antialiased version of the original visual object.

Graphics anti-aliasing resolve with stencil mask

An embodiment of a graphics apparatus may include a mask buffer to store a mask, a shader communicatively coupled to the mask buffer to apply the mask to a first shader pass, and a resolver communicatively coupled to the mask buffer to apply the mask to a resolve pass. The resolver may be configured to exclude a sample location not covered by the mask in the resolve pass. Other embodiments are disclosed and claimed.